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Reply: Risk: Star Wars Original Trilogy Edition:: Variants:: Re: A variant inspired by Star Wars Rebellion (Hidden Rebel Base, Leaders)

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by Aarontu

Draft of what will go on the player cards:

Each player aid, on left:

Summary of ship types
Fighter
Bomber
Capital ship
Unique ship - May be obtained by discarding two cards during the "gain ships" phase. You may reroll a single die of your choice during each combat where present. (Max 1 per player)


Leaders:
Leaders are kept in the Leader Pool until they are used. During a battle, either player (starting with the attacker) may place a leader on the same space as the battle to add 1 to all that player's dice. Only one leader from each player can be used per battle, but you can use multiple leaders during a single invasion. The leader then stays on that space as a reminder that they cannot be used again until the beginning of that player's next turn. You can use a leader on your own turn, or save it to be used during an opponent's turn, but once used, the leader stays on the board until the beginning of your next turn, when you return all leaders to your Leader Pool so you can use them again.

Players do not start the game with leaders, but gain a new leader at the beginning of each of their turns (including the first turn) until they have all three of their leaders.


On Right:

Rebels:

First turn: In addition to troops, you start with one starship of your choice, which may be placed any planet you control.

The Rebel Base - At the beginning of the game (after troops are placed), or any time a new Rebel Base is established, the Rebel player places all 6 Rebel Cell tokens on the board on spaces he controls (unless the Rebel player owns less than 6 planets, in which case he puts one Rebel Cell token on each planet he owns). The Rebel Cell token with the Rebel Base on the back is the location of the hidden Rebel Base. Rebel Cells provide no benefit in combat. The Rebel Base starts hidden, but it can be revealed later. The Rebel Base itself is represented by the Hidden Rebel Base card.

While the Rebel Base is hidden, troops and ships can be placed on it. During the redeployment phase, the Hidden Rebel Base card is considered adjacent to any other rebel space (you cannot use the base to reinforce between two unconnected planets, but you can reinforce from or to the Rebel Base). While the Base is hidden, it gains one free troop on it at the beginning of your turn.

When the last troop is eliminated on a space with a Rebel Cell, the Rebel Cell is flipped over. If the Rebel Cell token is the Rebel Base token, the Rebel Base is revealed, otherwise the token is discarded. The Rebel player can also choose to reveal the base at any time (even just after an invasion is declared by an opponent).

When the Rebel Base is revealed, all Rebel Cell tokens are removed, except for the Rebel Base token, which is left face-up on its space until it is relocated by the Rebels or destroyed by an opponent. The Hidden Rebel Base card is flipped face-down and cannot be used until a new Base is established. All troops and ships on the Rebel Base card are immediately moved to the space with the Rebel Base token. Troops defending the revealed Rebel Base roll 8-sided dice.

The Rebels can establish a new Rebel Base by discarding two cards at the start of their turn. The previous Rebel Base is revealed and the Rebel Base token is discarded, and then the Rebel player selects a new Hidden Rebel Base location by placing all 6 Rebel Cell tokens again.

If the Rebel Base is destroyed by the Empire, the Force Meter is moved one space towards the Dark Side (two spaces if destroyed by the Death Star).

Last Stand - If the Empire plays a card that will destroy the Rebel Base via the Death Star, the Rebel player can first make a single Last Stand attack against the Death Star with any forces in the same space as the Death Star. This reveals the Rebel Base if it is not already revealed. The Rebels only get one shot; if they do not destroy the Death Star with a single battle, then they have run out of time and the Death Star destroys the Rebel Base.


Imperials:

Coruscant: The Heart of the Empire - The Imperial player chooses planets first and takes the first turn of the game. When claiming planets at the start of the game, the Imperial player must claim Coruscant before any other planet. On the first turn, the Imperial player picks the Stronghold token of their choice to place on Coruscant, and then shuffles the Stronghold tokens. In addition to troops, you start with one starship of your choice, which may be placed any planet you control.

Imperial Strongholds - Each Imperial Stronghold you control gains one free troop on it at the beginning of your turn.

Death Star Defense - If the Rebels declare an attack against the Death Star while it is in the same space as an Imperial Stronghold, the Imperial player may defend the Death Star with up to two troops that the Rebel player must defeat before attacking the Death Star.

A Day Long Remembered - When the Death Star destroys a planet, move the Force Meter one space towards the Dark Side (two spaces if that planet was the Rebel Base).


Hutts:

First turn: In addition to troops, you start with one starship of your choice, which may be placed any planet you control.

Wretched Hive of Scum and Villainy - If you control at least 6 Resource planets at the start of your turn, gain one troop on a Resource planet you control.

Indifferent to the Force - The Force Meter never moves as a result of your actions, even if you destroy the Rebel Base, the Death Star, or an Imperial Stronghold.

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